This commit is contained in:
secXsQuared 2018-03-17 19:59:16 -04:00
parent f0499d1f10
commit 8ecfba23dd
2 changed files with 19 additions and 19 deletions

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@ -1 +1 @@
cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/Origin\ Games/Command\ and\ Conquer\ Red\ Alert\ II/rulesmd.ini sudo cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/rulesmd.ini

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@ -32,8 +32,8 @@ IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium] TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
SelfHealInfantryFrames=50 SelfHealInfantryFrames=50
SelfHealInfantryAmount=20 SelfHealInfantryAmount=25
SelfHealUnitFrames=75 SelfHealUnitFrames=40
SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital
; income and production ; income and production
@ -75,7 +75,7 @@ MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missil
MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating.
;-RTO ;-RTO
TeamDelays=1000,1250,1750 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) TeamDelays=120,135,160 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
;TeamDelays=1200,1350,1600 ;TeamDelays=1200,1350,1600
AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level
@ -86,7 +86,7 @@ AIBuildsWalls=no
; -RTO* ; -RTO*
MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200
AIVirtualPurifiers=6,3,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) AIVirtualPurifiers=9,4,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)
AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd)
HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control
AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner
@ -95,7 +95,7 @@ HealScanRadius=10 ; how far should medic-type units scan for targets? Use
FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest) FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest)
;-RTO ;-RTO
MinimumAIDefensiveTeams=2,2,2 ; (by difficulty level, from hardest to easiest) MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=4,4,4 ; " " MaximumAIDefensiveTeams=4,4,4 ; " "
TotalAITeamCap=60,60,60 ; (by difficulty level, from hardest to easiest) TotalAITeamCap=60,60,60 ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yes UseMinDefenseRule=yes
@ -7418,12 +7418,11 @@ Strength=2000
Armor=medium Armor=medium
;Dock=PROC ; Need both in case a building from the other team is captured. ;Dock=PROC ; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN Dock=NAREFN,GAREFN
;Turret=yes
Primary=AKM Primary=AKM
OmniFire=yes OmniFire=yes
CanPassiveAquire=yes
OpportunityFire=yes OpportunityFire=yes
Harvester=yes Harvester=yes
Turret=yes
ChronoInSound=ChronoMinerTeleport ChronoInSound=ChronoMinerTeleport
ChronoOutSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport
TechLevel=1 TechLevel=1
@ -9177,8 +9176,8 @@ ResourceDestination=yes
DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min
Accelerates=false Accelerates=false
Bunkerable=no; Units default to yes, others default to no Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher OmniCrushResistant=no; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Parasiteable=no Parasiteable=yes
Unsellable=yes Unsellable=yes
; ************************************************************************** ; **************************************************************************
@ -11770,7 +11769,7 @@ Cost=500
Points=30 Points=30
Power=-10 Power=-10
Crewed=yes Crewed=yes
Capturable=true Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=GAPILEDM ;DestroyAnim=GAPILEDM
MaxDebris=15 MaxDebris=15
@ -11782,7 +11781,7 @@ GDIBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200 DamageSmokeOffset=215,395,200
AIBuildThis=yes AIBuildThis=yes
Spyable=yes Spyable=no
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames
@ -22705,7 +22704,7 @@ MinimumRange=1
; Aegis missile ; Aegis missile
[Medusa] [Medusa]
Damage=200 Damage=200
ROF=7.5 ROF=30
Range=18 Range=18
Speed=120 Speed=120
Projectile=MedusaProjectile Projectile=MedusaProjectile
@ -23093,10 +23092,11 @@ AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters n
Damage=81.25 Damage=81.25
ROF=13.33 ROF=13.33
Range=8 Range=8
Projectile=InvisibleLow Projectile=InvisibleAll
Speed=100 Speed=100
Warhead=BORISWH Warhead=BORISWH
Report=BorisAttack Report=BorisAttack
OmniFire=yes
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
[TERMIGUN] [TERMIGUN]
@ -25323,8 +25323,8 @@ FireOnce=yes
; Aegis missile ; Aegis missile
[MedusaE] [MedusaE]
Damage=200 Damage=400
ROF=7.5 ROF=15
Range=21 Range=21
Speed=150 Speed=150
Projectile=MedusaProjectile Projectile=MedusaProjectile
@ -25332,7 +25332,7 @@ Warhead=SAMWH
Report=AegisAttack Report=AegisAttack
TurboBoost=yes TurboBoost=yes
OmniFire=yes OmniFire=yes
Burst=2 Burst=1
[DoublePistolsE] [DoublePistolsE]
Damage=250 Damage=250
@ -27542,9 +27542,9 @@ AnimList=EXPLOMED,EXPLOLRG
Sparky=no Sparky=no
[SAMWH] [SAMWH]
CellSpread=.75 CellSpread=2
PercentAtMax=1 PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% Verses=75%,75%,75%,200%,100%,100%,40%,40%,15%,100%,100%
InfDeath=3 InfDeath=3
AnimList=XGRYSML1,XGRYSML2,EXPLOSML AnimList=XGRYSML1,XGRYSML2,EXPLOSML
ProneDamage=100% ProneDamage=100%